隨著網際網路的日益普及,網路的使用者年齡層也隨之下降,特別是線上遊戲的日益風行,已經成為許多青少年生活中重要的娛樂來源。然而青少年是人格塑造及培養其對社會責任的一個重要關鍵時期,過度沉迷於線上遊戲所造成的負面影響將造成社會成本的負擔。本研究延續過去以神迷理論探討網路遊戲沉迷之相關研究,另加入使用與滿足理論,並以內外控人格為區隔,期能重新定位線上遊戲對沉迷行為之影響。研究採用問卷調查,作為初級資料的收集方法,並以統計軟體SPSS及結構方程模式軟體AMOS進行資料的分析與模式的驗證。研究範圍為高雄市公私立學校的高中與高職學生,以隨機集群方式進行抽樣。研究結果發現,不同人格特質之高中生在使用線上遊戲時均會產生神迷感知,但僅在外控人格者會形成使用滿足,且外控人格者會因神迷感知而產生網路沉迷,但內控人格者則不會因此產生網路沉迷。
With the widespread use of the Internet, the Internet users are becoming younger and younger. In addition, more and more adolescents spend most time on playing online games. This phenomenon has been one of social problems. To understand the online games indulgence behavior of adolescents, this study constructs a research model based on flow theory in psychology to investigate the impact of the locus-of-control personality trait on the online games indulgence. We conduct an empirical survey for our research. The data are collected by questionnaires and the research subjects are senior high school students in Kaohsiung. The analysis results show that different personalities of high school students have the same flow perception on the online games. However, only the one who has the external locus-of-control personality would have gratification and indulgence behavior. The one who has the internal locus-of-control personality would never indulge in online games.